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Old 07-08-11, 07:37 AM   #7486
Trevally.
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Quote:
Originally Posted by Deep Source View Post
How real navigation works after loading the game on a patrol?

Only i need is to reload the auto position fix script?

thanks
You can install the "real nav" part of this mod at anytime.
No need to be in the bunker.
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Old 07-08-11, 04:57 PM   #7487
Magic1111
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@ TDW

Hi TDW !

Please note the discuss in this Thread (the last two posts on first page, and second page): http://www.subsim.com/radioroom/show...46#post1698946

We need an information, whether you have made changes in the file "UBoot_Sensors.sim" for UI 6.6.0 ?!

When yes, the MOD "Repaired Equipment MOD by Xrundel and TheBeast" must be made compatible to UI 6.6.0 and we can´t enable after UI 6.6.0 yet !

Best regards,
Magic
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Old 07-09-11, 08:55 PM   #7488
Arcticdive
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Hey guys where can I find the file which gives back the max abilities back to my crew I had them at peak efficiency but the mods keeps dropping them down to nothing or they don't have any at all.
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Old 07-10-11, 01:55 PM   #7489
Manning
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Default TBH

You all have done great work to improve the game play TY...
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Old 07-10-11, 02:02 PM   #7490
Gerald
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Welcome to SubSim Manning!

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Old 07-10-11, 07:58 PM   #7491
THE_MASK
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Would it be possible for the game to remember what auto scripts are enabled and have them enabled when loading save game .
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Old 07-11-11, 05:57 AM   #7492
Magic1111
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Quote:
Originally Posted by sober View Post
Would it be possible for the game to remember what auto scripts are enabled and have them enabled when loading save game .
2nd this, good question !

Best regards,
Magic
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Old 07-13-11, 10:24 PM   #7493
THE_MASK
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I dont know what the 10 TDW dragables folders in the main game folder do but they are always 0kb . Using version 6.6.0
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Old 07-16-11, 10:56 AM   #7494
Brauner
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Default Compos and crash dive same key

How to change key for crash dive or compos ?
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Old 07-16-11, 11:13 AM   #7495
TheDarkWraith
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Quote:
Originally Posted by sober View Post
Would it be possible for the game to remember what auto scripts are enabled and have them enabled when loading save game .
Looking into adding this in v6.7.0
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Old 07-16-11, 11:15 AM   #7496
TheDarkWraith
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Quote:
Originally Posted by sober View Post
I dont know what the 10 TDW dragables folders in the main game folder do but they are always 0kb . Using version 6.6.0
They remember the draggable position of that page's draggable items. Some could be 0 if you've never 'visited' that page but all in all they should be >= 1kb. What does the DbgView output show? It tells you info about the draggable items

Quote:
Originally Posted by Brauner View Post
How to change key for crash dive or compos ?
it's done in the options file \data\Scripts\Menu\TheDarkWraithUserOptions.py. This file can be opened with Notepad.
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Old 07-16-11, 05:12 PM   #7497
TheDarkWraith
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found a bug where the campaign radio messages sometimes aren't loading at game start. Will be fixed in v6.7.0.
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Old 07-16-11, 08:06 PM   #7498
TheDarkWraith
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Quote:
Originally Posted by Obelix View Post
Here is rus translation for v6.6.0
Thanks Obelix I've been falling behind on keeping the other languages updated
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Old 07-16-11, 11:33 PM   #7499
TheDarkWraith
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Added a new command button to Automation's command box:


When clicked it will save the current started activated scripts to a file (started = green background). If there are no started activated scripts then it will clear any entries found in the file for the historic mission or active campaign. That file will be located in your Silent Hunter 5 folder and will be called ActiveAutomationScripts.TDW. What is stored in the file:
- historic mission started activated scripts (since last save from historic mission)
- every campaign started activated scripts

Upon game start the mod will look at this file and read in the scripts to activate based on whether user has chosen historic mission or a campaign. If there are scripts to activate and they are available then it will automatically start them.

After doing a historic mission and a campaign here is what the contents of the ActiveAutomationScripts.TDW file looked like (I enabled a script and pressed the save button in each):

[Default]
Travel mode testing
[Default_End]

[Campaign-2011-07-16_0042]
How to use tutorial
[Campaign-2011-07-16_0042_End]


Default is for historic missions.

will be available in v6.7.0
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Old 07-17-11, 03:13 AM   #7500
Silent Steel
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Change a command key

When I want to move a supermark to another position by using the 'C' key I'm constantly sent to 'Crash Dive'.
I don't know if I have to but if I have to change the 'Crash Dive' command in the C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg and not in the TheDarkWraithUserOptions.py. - how could this be done?
In the C:\Ubisoft\Silent Hunter 5\data\Cfg\Commands.cfg this key is defined like this;


[Cmd201]
Name=Crash_dive
Contexts=1
MnID=0x3F230002
StringID=1035
Key0=0x43,C,"C"
HasDelayedExecution=Yes
CommandClass=Depth
;Sound_0=ELO_Helm,MC_CR_CHIEF_33

//
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